Event Proximity Activate (YEP)

From Yanfly.moe Wiki
Jump to navigation Jump to search

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Download

System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.


Masterarbeit Writer

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

In RPG Maker MV, events can only activate when you are either standing next
to them or on top of them. There is no activation proximity range that can
be used to activate some events from afar. This plugin gives you multiple
ways to activate certain events from a distance, through means of a square
area around an event, a radius, row-centric, or column-centric. These new
activation proximity ranges can be coupled with an event's triggers: through
the Action Button, Player Touch, Event Touch, Autorun, and Parallels giving
multitudes of ways to activate events. And these can all be done by simply
adding Comment Tags into an event page.

Comment Tags

CommentTags.png

Comment Tags are similar to Notetags. RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with an event or common event. Comment Tags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Comment Tags declared by the related plugin.

Here is a list of Comment Tag(s) that you may use.

By default, each event page has zero proximity features. They have to be
added manually per event page using comment tags. You can use the following
comment tags to give each event page a proximity activation range.

---

Comment Tags:

  <Activation Square: x>
  - Creates an activation range around the event in the form of a square,
  x tiles to the left, right, above, and below the event. This makes the
  activation range look like a square.

  <Activation Radius: x>
  - Creates an activation range around the event requiring the player to be
  within x tiles of the event (difference of x and y positions). Think of
  this more like a diamond.

  <Activation Row: x>
  - Creates an activation range spanning horizontally from the event. The
  row's horizontal range is the whole map, but the vertical range is x tiles
  above and below the event. If x is 0, then the player must be exactly on
  the same vertical tile as the event.

  <Activation Column: x>
  - Creates an activation range spanning vertically from the event. The
  row's vertical range is the whole map, but the horizontal range is x tiles
  left and right of the event. If x is 0, then the player must be exactly on
  the same horizontal tile as the event.

---

Event proximity activations behave differently depending on the event page's
trigger type. Here is how the event page will activate based on the trigger:

  Action Button
  - As long as the player is within the event's proximity range, pressing
  the OK button will activate the event.

  Player Touch
  - If the player moves within the event's proximity range, the event will
  automatically activate. This will not occur if the event moves into range
  of the player, however. The player can also press the OK button to trigger
  the event.

  Event Touch
  - If the player moves within the event's proximity range or vice versa,
  the event will automatically activate. The player can also press the OK
  button to trigger the event.

  Autorun
  - If the player moves within the event's proximity range or vice versa,
  the event will automatically activate. There is no escaping this autorun
  unless you have a way of turning it off.

  Parallel
  - If the player moves within the event's proximity range or vice versa,
  the event will automatically activate. The player is granted a few frames
  of movement each time the parallel process loops.

Changelog

Version 1.01:
- Fixed a bug where parallel events don't loop.

Version 1.00:
- Finished Plugin!